Electric ping-pong game and the like

ABSTRACT

A remote control coin-operated amusement game, including a wallhung display panel. The display panel is arranged so that a game can be simulated wherein two players appear to hit a game object back and forth as, for example, in a ping-pong game. The control technique includes initiating a serve in response to a first player actuation and initiating a return volley in response to subsequent player actuations until a miss is detected. When a miss is detected, the course of the game object continues beyond the player that has missed and a point is added to the opposing player&#39;&#39;s score.

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Inventor Frederick A. Hurley Miami, Fla.

Appl. No. 809,789

Filed Mar. 24, 1969 Patented June 8, 1971 Assignee Funtronics, Inc.

Miami, Fla.

ELECTRIC PING-PONG GAME AND THE LIKE [56] References Cited UNITED STATESPATENTS 2,843,381 7/1958 Davis 273/85(G)X 3,337,218 8/1967 Hurley273/85(G) Primary Examiner-Samuel F. Coleman AtrorneyMorgan, Finnegan,Durham & Pine ABSTRACT: A remote control coin-operated amusement game,including a wall-hung display panel. The display panel is arranged sothat a game can be simulated wherein two players appear to hit a gameobject back and forth as, for example, in

23 Chins 7 Drawing Figs a ping-pong game. The control technique includesinitiating a U.S.Cl 194/9, serve in response to a first player actuationand initiating a 273/85 return volley in response to subsequent playeractuations until Int. Cl G07f 5/10 a miss is detected. When a miss isdetected, the course of the Field of Search ..273/85 (G); game objectcontinues beyond the player that has missed and 194/6, 9, l2, 16 a pointis added to the opposing player's score.

0 o 0 o o PATENTEU JUN 8 I97! SHEET 2 [IF 6 LJ LJ Sm INVENTOR FPEDEP/CA/9. HUFL E) ATTORNEYS PATENTEU JUN 8 I971 saw u [1F 6 BY W, M] M.ATTORNEYS ELECTRIC PlNG-PONG GAME AND THE LIKE BACKGROUND OF THEINVENTION This invention relates to electric apparatus wherein a game issimulated on a display panel and, more particularly, to apparatus whichsimulates a game of the type wherein a game object appears to be hitback and forth between two or more players.

In the past, most coin-operated amusement devices were of a generalmechanical nature known as pinball machines which usually require ahorizontal playing surface. Because of the horizontal playing surface,substantial floorspace would be required and, hence, these units couldonly be installed in establishments where the money taken in issufficient to justify the loss of player space. Also it would benecessary for the players to go to the physical location of theamusement device which, in some cases, would disrupt the normal businessoperation of the establishment.

An object of this invention is to provide an amusement device which canbe coin operated, remotely controlled and wall hung.

Another object of the invention is to provide an amusement device whichis a game of skill and which retains the continuing interest of theplayers.

BRIEF DESCRIPTION OF THE INVENTION There are many games of the typewherein two or more players hit a game object back and forth. In theillustrative embodiment, the apparatus is shown for simulating aping-pong game. Other known games which could be simulated by a similarapparatus would include, for example, tennis, handball, squash,volleyball and badminton.

The apparatus includes a remote control unit, including a coin receiverand a player-actuated pushbutton, this remote control unit being coupledto the remainder of the apparatus by means of a radio transmitterreceiver. The simulated game appears on a display panel which can bewall hung. After the game has been activated by depositing coins of theproper monetary value, the first player actuation initiates a simulatedserve by one of the cartoon characters on the display panel and the gameball appears to travel toward the opposing player on the display panel.Upon the next player actuation, the other player swings at the ball and,if the swing is properly timed, the game ball appears to be returned.The ball may be volleyed back and forth between the cartoon characterson the display panel until one of the players misses. When a miss isdetected, the game ball appears to travel beyond the player that hasmissed and a point is scored for the opposing player.

BRIEF DESCRIPTION OF THE DRAWINGS The manner in which the foregoing andother objects are achieved according to the invention is described morefully in the following specification which sets forth an illustrativeembodiment of the invention. The drawings form a part of thespecification, wherein:

FIG. 1 is a perspective view illustrating the display panel for aping-pong game along with the associated remote control unit and controlcircuits;

FIG. 2 is a block diagram illustrating the basic layout for the controlcircuits;

FIG. 3 is a schematic diagram for the game activation control circuits;

FIG. 4 is a schematic diagram of the serve and play control circuits;

FIG. 5 is a schematic diagram of the player one display control;

F IG. 6 is a schematic diagram of the player two display control; and

FIG. 7 is a schematic diagram of the display panel and connectionsthereto.

LII

DESCRIPTION OF INVENTION The electric amusement game according to thisinvention includes three basic subassemblies which are the display panelI, the unit 2 housing the control circuits, and a remote control unit 3.

Display panel 1 includes a generally opaque front panel which isdesigned according to the game being simulated. FIG. 1 shows a displaypanel for a ping-pong game and therefore a pair of cartoon characters 5and 6 are shown at opposite ends of a ping-pong table 4. The displaypanel also includes a number of translucent areas which can beselectively illuminated to simulate the moving game object which, inthis case, is a ping-pong ball, and the game-playing objects which, inthis case, are the ping-pong paddles in the hands of the cartooncharacters 5 and 6. The display panel also includes translucent areas 7and 8 which are selectively illuminated to provide the score indicationsand area 9 which can be illuminated to provide a game over indication.

Remote control unit 3 includes a slot 11 through which coins aredeposited in order to activate the game. The remote control unit alsoincludes a pair of player-operated pushbuttons 10a and 10b which permitthe players to control the game on the display panel. Remote controlunit 3 is coupled to the control circuits in unit 2 by means of a radiotransmitterreceiver link.

The control circuits are shown in block diagram form in FIG. 2. Switch12 is associated with coin slot 11. A conventional coin-receiving unitis located within the remote control unit and includes the switch 12which is closed momentarily when a coin of the proper denomination hasbeen received. Coin" transmitter 13 transmits a signal to coin" receiver14 whenever coin switch 12 is closed. The pushbutton switches 10a and10b are connected in parallel to a play" transmitter 15 within remotecontrol unit 3 which transmits a signal to a play" receiver 16 wheneither of the switches is actuated. The play" and coin" receivers arecoupled to the game activation control circuits 17. Although separate"play" and coin transmitter-receivers are illustrated in FIG. 2, it ispossible to utilize a two channel transmitter-reciever system.

The game activation control circuits are illustrated schematically inFIG. 3. These circuits respond to the coin actuations and determine whencoins of the proper monetary amount have been deposited for activatingthe game. When this is accomplished, the game activation controlcircuits couple the signal developed by play" receiver 16 into the serveand play control circuits 18. The game activation control circuits 17also include the end of game detection circuitry which deactivates thegame when one of the players reaches a full score.

The serve and play control circuits are illustrated schematically inFIG. 4. The serve and play control circuits receive a signal each timeone of the pushbutton switches 10a or 1012 is actuated. In response tothese actuating signals, other signals are developed as required forcontrolling the display. In response to the first such actuation, asimulated serve of the ping-pong ball by one of the cartoon players isprovided on the display panel as well as the simulated movement of thepingpong ball toward the other player. The next player actuation causesthe ping-pong paddle in the hands of the other cartoon player to swingin the hopes that the paddle will intercept the simulated ping-pongball. If the player is successful and the ball is returned, upon thenext player actuation the first player again controls the swing of hiscorresponding cartoon character.

The player one display control circuits 19 include a number of steppingswitches and are illustrated in detail in FIG. 5. These steppingswitches control the animated displays cor responding to the firstplayer, that is, player ones movement of the paddle and serve of theball, movement of the ping-pong ball toward the other player, andmovement of the ball beyond the other player if the other player misseson his attempt at hitting the ball. The player two display controlcircuits 20 are illustrated in detail in FIG. 6 and are basically thesame as player one display control circuits 19. The player displaycontrol circuits are connected to appropriate selected areas on Idisplay panel 11 to achieve the animated displays as is illustratedschematically in FIG. 7.

GAME ACTIVATION CONTROL CIRCUITS The function of the game activationcontrol circuits is to ac tivate the game when the proper coins havebeen deposited, and to deactivate the game when one of the playersreaches the full score. The game can be activated in response to onedeposited coin, or, since there are two players, the game can be set torequire two deposited coins for activation. The number of required coinsis determined by switch 29 which, in the position shown in FIG. 3, wouldrequire two coins.

The game activation control circuits include four electromagnetic relaysKl-K4 referred to, respectively, as the game over" relay, the "coincontrol" relay, the first coin" relay and the coinset relay. The relaysKl-K4 include the energizing windings 30-33, respectively, with diodes3437 connected in parallel with the winding to absorb inductive voltagesurges.

Coin control" relay K2 is momentarily energized when the first coin isdeposited via the coin slot and at the termination of this momentaryenergization, a pulse is produced which, in turn, energizes eitherrelays K3 or K4 depending upon the position of switch 29. The contacts(not shown) at the output of coin" receiver 14 are coupled between apositive source and movable contact 40 of relay K3. The normally openstationary contact 42 is coupled to winding 33 of coin set relay K4 andthe normally closed stationary contact 41 is connected to winding 31 of"coin control" relay K2. The other end of the winding 31 is connected toground. A capacitor 44 is coupled between ground and movable contact 43.The associated normally open stationary contact 46 is coupled to apositive source via a charging resistor 47 and a diode 48. The normallyclosed stationary contact 45 is coupled to the movable contact of switch29 via a diode 49. One of the stationary contacts of switch 29 isconnected to energizing winding 32, and the other stationary contact isconnected to energizing winding 33.

When switch 12 is momentarily closed in response to deposited coins, asignal is developed which passes through movable contact 40 to energizewinding 31 of the coin control" relay. When the relay is energizedcapacitor 44 is charged via resistor 47 and diode 48. Subsequently, whenrelay K2 returns to the deenergized state, capacitor 44 discharges viamovable contact 43, diode 49, switch 29 which, if switch 29 is in theposition shown, will lead to the energization of winding 32 of the firstcoin" relay.

A holding circuit for relay K3 is completed through its normally opencontacts 50 which couple one end of winding 32 to the positive supply,and through the normally closed contacts 51 of the K4 relay whichcouples the other end of winding 32 to ground. Therefore, when a pulseis developed by the discharge of capacitor 44 via contacts 43momentarily energize the K3 relay, the relay thereafter remains in theenergized state because of the holding circuit completed throughcontacts 50 and 51. Relay K3 remains in the energized state until suchtime as relay K4 is energized to break the holding circuit bymomentarily opening contacts 51.

When relay K3 is energized, such as occurs upon depositing of the firstcoin, the pulses developed by coin receiver 14 pass through movablecontact 40 and stationary contact 42 to energize winding 33 of the K4coin set" relay. This relay is then maintained in the energized state bymeans of a holding circuit completed by means of its normally opencontacts 52 which connect one end of winding 33 to the positive source,and by means of normally closed contacts 53 and 54 which couple theother end of winding 33 to ground. Coin set relay K4 returns to thedeenergized state either when contacts 54 of game over relay K1 openupon completion of the game or when contacts 53 of coin control relay K2open in response to the deposit of additional coins.

It is desirable that the score indications remain on the display panelafter completion of the game and, therefore, the scoring circuitry isnot reset at the end of the game but, instead, is reset when the firstcoin is deposited at the commencement of a new game. Normally opencontacts 55 of coin control relay K2 are connected between the positivesource and the reset circuitry of the score-stepping switches SS7 andSS3 (FIGS. 5 and 6, respectively) to reset the score circuits when thefirst coin is deposited.

When "coin set" relay K4 is energized, the game is activated. This isachieved by means of normally open contacts 56 of relay K4 which areconnected to couple play receiver 16 to the serve and play controlcircuits in FIG. 4 when relay K4 is in the energized state.

SERVE AND PLAY CONTROL CIRCUITS The serve and play control circuits areshown schematically in FIG. 4 and are arranged so that the first playeractuation initiates a simulated serve of the ping-pong ball of one ofthe players on the display panel and the simulated movement of the balltoward the other players. Subsequent actuations of the player pushbuttonswitch cause the players to alternately swing at the ball until one ofthe players miss.

The serve and play circuits include four electromagnetic relays K5K8designated, respectively, as the serve set relay, the serve relay, theserve auxiliary relay and the play" relay. A bistable relay KB is alsoincluded and is designated the player up" relay. The relays includerespective energizing the windings 60-64, with diodes 6569 connectedacross the windings to absorb inductive voltage surges. Theelectromagnetic relays KS-K8 each include movable contacts which areshown in their normal positions in FIG. 4, but which move to thealternate positions when the respective windings are energized. Bistablerelay KB is of the type wherein the movable contacts have two stablepositions and move to an alternate one of the positions upon eachsuccessive energization of the energizing winding.

When the proper number of coins have been deposited and the game isactivated through the energization of coin set" relay K4 (FIG. 3), playreceiver 16 is coupled to the movable contact 66 of relay K5 viacontacts 56 and conductor 65. The nonnally closed stationary contact 68of relay K5 is connected to winding 61, the other end of the windingbeing connected to ground. The normally open stationary contact 67 ofrelay K5 is coupled to one end of energizing winding 63 of the K8 play"relay, the other end of this winding also being connected to ground. Asa result, a player actuation, i.e. depressing of either of thepushbutton switches or 1011, develops a signal via play" receiver 16which will energize either serve" relay K6 or play" relay K8 dependingupon the state of relay K5.

Upon energization of relay K6, pulses are developed which actuate eitherstepping switch SS4 or stepping switch SS5 (FIGS. 5 and 6 respectively),depending upon the state of player up" relay KB, to thereby initiate asimulated paddle swing by one of the cartoon characters 5 or 6 upondisplay panel 1 (FIG. 1). Relay K6 remains energized as long as theplayer pushbutton switch is depressed. As relay K6 returns to thedeenergized state, pulses are developed which actuate either steppingswitch SS1 or stepping switch SS2 (FIGS. 5 and 6 respectively) toinitiate the simulated movement of a ping-pong ball toward the otherplayer on the display panel. Thus, while the pushbutton switch isactuated by one of the players the serve of a ping-pong ball issimulated, whereas upon release of the pushbutton switch by the playerthe simulated movement of the ball toward the other player is initiated.

Capacitor 70 is utilized to develop the pulse for initial energizationof one or the other of stepping switches SS5 or SS6 to provide thepaddle movement for the simulated serve. Capacitor 70 is connectedbetween ground and movable contact 71 of relay K6, the associatednormally closed stationary contact being coupled to the positive sourcevia a charging resistor 72 and a diode 73. The normally open contactassociated with movable contact 71 is coupled to a movable contact 75 ofplayer up" relay KB via a diode 74. One of the stationary contactsassociated with movable contact 75 is coupled to the energizing windingof stepping switch SS5, whereas the other stationary contact is coupledto the energizing winding of stepping switch SS6. When relay K6 is inthe deenergized state, capacitor 70 is charged via resistor 74 and diode73. Upon energization of relay K6, charged capacitor 70 is coupled viamovable contacts 71 to one or the other of stepping switches SS5 or SS6so that the capacitor discharges to thereby momentarily energize theappropriate one of the stepping switches.

Capacitor 80 is utilized to develop the pulse for energizing one or theother of stepping switches SS1 of SS2 to initiate the movement of thesimulated ping-pong ball from one player toward the other. Capacitor 80is coupled between a movable contact 81 of relay K6 and ground. Theassociated normally open stationary contact is coupled to a positivesource via a charging resistor 82 and a diode 83 whereas the associatednormally closed stationary contact is coupled to movable contact 85 ofrelay KB via a diode 84. One of the stationary contacts associated withmovable contact 85 is connected to the energizing winding of steppingswitch SS1 whereas the other stationary contact is connected to theenergizing winding of stepping switch SS2. When relay K6 is in theenergized state, capacitor 80 is charged via resistor 82 and diode 83.Thereafter, when relay K6 returns to the deenergized state, capacitor 80discharges via movable contacts 81 and 85 to momentarily energize theappropriate winding of one or the other of stepping switches SS] andSS2.

Capacitor 90 is utilized to develop a pulse for momentarily energizingserve set" relay K5. The K5 relay, once momentarily energized,thereafter remains energized during successive volleys until a miss isdetected. Capacitor 90 is coupled between a movable contact 91 of relayK6 and ground. The associated normally open contact is coupled to thepositive source via a charging resistor 92 and a diode 93 whereas thenormally closed stationary contact is coupled to one end of winding 60of relay K5 via a diode 94. A holding circuit for relay K5 is providedthrough its normally open contacts 95 which can couple one end of thewinding to the positive source, the other end of the winding beingcoupled to ground via normally closed contacts 96 of of a relay K13(FIG. 6) in series with the normally closed contacts 97 of a relay K12(FIG. 5). As will be explained hereinafter, either relay K12 or relayK13 becomes energized when a miss is detected, and as a result, one ofthe associated contacts 96 or 97 open to thereby return relay K5 to thedeenergized state to condition the serve and play control circuits forinitiation of a new serve upon the next player actuation.

The "serve auxiliary relay K7 is also energized upon receipt of a play"signal which initiates a simulated players serve, but instead of beingmomentarily energized as was the case with relay K6, "serve auxiliaryrelay K7 remains energized until the simulated serve has been completed.Normally open contacts 100 of relay K6 are connected between thepositive source and winding 61 of relay K7, this connection beingcompleted via diode 101. The normally open contacts 107 of relay K7 arecoupled between a positive source and the off-normal contacts ofstepping switches SS5 and SS6 (FIGS. 5 and 6, respectively). The circuitthrough the off-normal contacts is completed back to energizing winding62 via diodes 102 and 103. Therefore, once relay K7 is initiallyenergized by the closure of contacts 100, "serve auxiliary" relay K7 isenergized and thereafter remains energized as long as one of thestepping switches SS5 or SS6 is in motion simulating the serve.

Normally open contacts 104 of relay K7 are connected between thepositive source and energizing winding 64 of bistable relay KB, thisconnection being completed via diode 108. As a result, when the playerpushbutton switch is actuated, player up" relay KB is energized andchanges state.

After the serve has been simulated serve set relay K5 is energized andis retained in the energized state through its holding circuit. The next"play" signal is therefore routed via movable contact 66 to energizeplay" relay K8 which develops signals to initiate the return volley.Normally open contacts 110 are connected between the positive source andwinding 64 of player up relay KB through isolating diode 111 to changethe state of the player up" relay with each player actuation. Normallyclosed contacts 121 are connected between ground and relays KID-K13 inthe holding circuits for the relays to return the hit and miss relays tothe deenergized state prior to each volley. Normally open contacts 112are coupled between the positive source and movable contact 75 of relayKB, this connection being completed via isolating diode 113. When relayK8 is momentarily energized in response to a player actuation, a pulseis developed by the momentary closure of contacts 112 and is designatedeither "swing one" or swing two" depending upon the state ofplayer up"relay KB.

Normally open contacts of relay K7 are connected between the positivesource and movable contact 106 of bistable relay KB. The associatedstationary contacts are connected, respectively, to the energizingwindings of relays K14 and K15 shown on FIGS. 5 and 6 respectively. Theone of relays K14 and K15 selected by the state of player up" relay KBenergized for the duration of the serve to simulate the movement of theball prior to being hit by the paddle, this movement being coordinatedwith the paddle movement as controlled either by stepping switch SS5 orstepping switch SS6. To insure that the entire serve ball simulation ispresented, relay K7 is maintained in the energized state for theduration of the simulated serve, this being achieved by the previouslyexplained circuit connection via the off-normal contacts of steppingswitches SS5 and SS6.

THE DISPLAY CONTROL CIRCUITS The display control circuits are shownschematically in FIGS. 5 and 6, the circuits shown in FIG. 5 being thoseassociated with player one" and the circuits shown in FIG. 6 being thoseassociated with player two." The display control circuits include eightseparate stepping switches designated SS1 through SS8 as well as sixelectromagnetic relays designated K10-K15. The stepping switches andrelays in clude energizing windings -116 in FIG. 5 and energizingwindings -126 in FIG. 6. Diodes -136 are connected in parallel withwindings 110-116 to absorb inductive voltage surges, and diodes -146 aresimilarly connected in parallel with windings 120-126.

Stepping switches SS1 and SS2, shown in FIGS. 5 and 6 respectively, aredesignated the player one volley stepping switch and the player tovolley" stepping switch. Stepping switch SS1 controls the simulatedmovement of the ping-pong ball from player number one toward playernumber two on the display panel, whereas stepping switch SS2 controlsthe simulated movement from player number two toward player number one.Stepping switches SS3 and SS4 are designated the player one miss"stepping switch and the player two miss stepping switch. When a miss hasbeen detected, the simulated movement of the ping-pong ball travellingpast the players on the display panel is controlled by the steppingswitches SS3 and SS4, stepping switch SS3 providing the simulatedmovement when player two fails to hit the ball and stepping switch SS4providing the simulated movement when player one fails to hit the ball.Stepping switches SS5 and SS6 are designated player one swing" andplayer two swing, these stepping switches being utilized to control thesimulated paddle movement of the respective players on the displaypanel. Stepping switches SS7 and SS8 are designated the player onescore" and player two score stepping switches and are utilized toaccumulate and control display of the respective players scores.

The relays K10 and K11 shown in FIGS. 5 and 6, respectively, aredesignated player one hit" and player two hit, these relays beingutilized to detect when a player has initiated his paddle movement atthe appropriate time for hitting the moving pingepong ball. Relays K12and K13 are designated player one miss and player two miss," theserelays providing the complementary indications whenever a player failsto initiate the paddle movement at the appropriate time for hitting theball. Relays K14 and K15 are designated player one serve" and player twoserve, these relays being energized only during the serve simulation.Relays K14 and K15 complete connections to the display panel which willprovide the simulated movement of the ball as thrown up by the playerduring the serve.

The various stepping switches shown in FIGS. 5 and 6 are all generallyof the same construction except for the number of contacts in thestationary contact banks designated A through K. The associated movablecontacts 160169 move one step upon each successive energization of theassociated windings. The stepping switches also include interruptorcontacts 140- 143 and 144147 which open momentarily each time themovable contact of the stepping switch is advanced one step as well asoff-normal contacts 150-157. In the home or zero position of thestepping switch, the off-normal contacts are in the position shown inFIGS. 5 and 6, but at any other position of the stepping switch thecontacts are in the alternate position.

Since stepping switch SS5 controls the simulated swing of player one, itshould receive an actuation pulse on every other player actuation. Thisis achieved by connecting one of the stationary contacts associated withthe movable contact 75 of bistable relay KB to energizing winding 110 ofstepping switch SS5 via an isolating diode 170. As a result, thestepping switch receives the swing one pulses which are developed wheneither serve" relay K6 is energized to initiate the serve of the ball,or on a subsequent play when play" relay K8 is momentarily energized.The "player up relay KB alternates position on each successive playeractuation and therefore stepping switch SS5 will receive a swing onepulse on every other player actuation.

The positive source is connected to off-normal contact 150 of steppingswitch SS5, and the associated stationary contact is coupled to winding110, via interruptor contacts 140 and diode 171. Therefore, once aninitial pulse has been applied to winding 110 to advance the steppingswitch away from the home position, off-normal contacts 150 andinterruptor con tacts 140 provide successive pulses to winding 110causing the stepping switch to advance through the entire steppingsequence eventually returning to the home position.

Relay K14 is utilized to provide the successive illuminations whichsimulate the ball being thrown into the air during a serve. Toaccomplish this, relay K14 is energized while player one serves and ismaintained in the energized state for the duration of the steppingsequence of stepping switch SS5. Stationary contacts 1 through 4 ofcontact bank A are connected to separate normally open contacts 173 ofrelay K14 to thereby separately illuminate the light bulbs 174. Lightbulbs 174 are located on the display panel to provide the successiveilluminations which simulate the thrown ball during the serve sequence.Contacts 105 of serve auxiliary" relay K7 are connected to energizingwinding 111 of relay K14 via movable contact 106 of the player up"relay. Normally open contacts 107 of serve auxiliary relay K7 areconnected to off-normal contacts 172 of stepping relay SS5 and back toenergizing winding 62 (FIG. 4) of relay K7 via diode 102. Thecombination of contacts 107 and off-normal contacts 172 provide aholding circuit for the K7 relay, such that when relay K7 is momentarilyenergized and the stepping sequence of SS5 has been initiated, relay K7will remain in the energized state until the stepping sequence iscompleted as signified by the opening of off-normal contacts 172.

Stepping switch SS6 and associated relay K15, as shown in FIG. 6, areinterconnected in essentially the same fashion as stepping switches SS5and relay K14 except that stepping switch SS6 operates in response tothe swing two pulse developed by relays K8 and KB. The swing two pulsefor initiating action of stepping switch SS6 is applied to energizingwinding 120 by virtue of the connection to one of the stationarycontacts associated with movable contact 75 (FIG. 4), this connectionbeing completed via an isolating diode 175. The connection between thepositive source, off-normal contacts 154 and interrupter contacts 144 iscompleted via a diode 176. The energizing signal for winding 121 ofrelay K15 is developed via contacts 105 of serve auxiliary relay K7which are coupled to the energizing winding via movable contact 106 ofplayer up relay KB. Stationary contacts F2-F5 of stepping switch SS6 arecoupled to light bulbs 178 via individual movable contacts 177 of theK15 relay. As will be described later, the light bulbs 178 arepositioned on the display panel to provide the simulation of the ballbeing thrown up during the serve sequence for the second player on thedisplay panel.

As previously mentioned stepping switches SS1 and SS2 control thesimulated volley of the ping-pong ball back and forth between theplayers. Following the serve by one of the players, capacitor in FIG. 4develops a pulse which initiates the movement of stepping sequence forone or the other of stepping switches SS1 and SS2. Capacitor 80 isconnected to movable contacts 81 of relay K6 which couples capacitor 80to movable contacts 85 of relay KB via diode 84. The stationary contactsassociated with movable contacts 85 are connected respectively toenergizing windings 112 and 122 of stepping switches SS1 and SS2, (FIGS.5 and 6 respectively), these connections being completed via diodes 180and 181 respectively. The positive source is connected to off-normalcontacts 151 and the associated stationary contact is coupled to one endof energizing winding 112 via interruptor contacts 141 and a diode 182.A positive source is similarly connected to off-normal contacts 155 withthe associated stationary contact connected to one end of winding 122via interruptor contacts and a diode 183. With this arrangement, oncethe energizing windings of stepping switches S81 and SS2 are providedwith initial energization to advance the stepping switch one position,the associated off-normal contacts are closed and, therefore, thecircuit completed through the off-normal contacts and the interruptorcontacts provides successive energization pulses to the windings of thestepping switches causing them to proceed through an entire steppingsequence and return to the home position.

The positive source is connected to movable contact 161 of steppingswitch SS1 and the stationary contacts of associated bank of contacts Bare connected to provide the successive illuminations on the displaypanel which will be described later in connection with FIG. 7. Thepositive source is also connected to movable contact 166 of steppingswitch SS2 and the associated stationary contacts of contact bank G arelikewise connected to provide successive illuminations on the displaypanel.

After a simulated serve of the ping-pong ball and simulated movement ofthe ball toward the other player, the ping-pong ball will be returnedprovided that the opposing player actuates the player pushbutton switchat the appropriate time for causing the paddle to intercept thesimulated moving pingpong ball. Contact banks C and H (FIGS. 5 and 6respectively) are utilized to detect the hit or miss on each playeractuation subsequent to the first actuation which initiates the serve.The circuitry is arranged so that if the player pushbutton switch isactuated when the active one of stepping switches SS1 and SS2 is in thefifth position a hit" will be detected whereas if the player pushbuttonswitch is actuated in any other position of the stepping switches amiss" will be detected.

The "swing two" signal developed via movable contacts 75 of player uprelay KB (FIG. 4) is coupled to movable contact 162 of stepping switchSS1 whereas the swing one signal is connected to movable contact 167 ofstepping switch SS2. Stationary contact C5 of stepping switch SS1 isconnected to energizing winding 1 13 of relay K10 and contacts C1C4 andC6C9 of stepping switch SS1 are connected together and are alsoconnected to energizing winding 114 of relay K12. A holding circuit forrelay K10 is completed through its normally open contacts 190, which areconnected between the positive source and one end of winding 113, andnormally closed contacts 191 of relay K12 and normally closed contacts121 of relay K8 which connect the other end of the winding to ground. Aholding circuit for relay K12 is provided through its normally opencontacts 192 which are connected between the positive source and one endof winding 114, the other end of the winding being connected to groundvia normally closed contacts 193 of relay K10 and normally closedcontacts 121 of relay K8 (FIG. 4). Thus, if the swing'two" pulse isapplied to movable contact 162 when stepping switch SS1 is in the fifthposition, the signal will pass via stationary contact C5 to energizewinding 113 of the player one hit" relay which remains energized until asubsequent energization of play" relay K8 opens contacts 121 to releasethe holding circuit for relay K10. If the swing two" pulse is applied tomovable contact 162 in any other position of stepping switch SS1, thepulse passes through one of the stationary contacts to energize winding114 ofplayer one miss" relay K12. This miss" relay thereafter ismaintained in the energized state through its holding circuit untilplay" relay K8 is energized upon initiation of a new play sequence.

It should be noted that contacts 191 and 193 located in the respectiveholding circuits, provide an interlock between the "miss" and hit"relays K10 and K12. In other words, if miss" relay K12 is energized onthe second position of stepping switch SS1, for example, it not bepossible to subsequently register a hit" by means of a second actuationwhen stepping switch S81 is in the fifth position since relay K10 cannotbe energized if K12 has previously been energized. This is because thesignal which would pass to relay K10 via contact C5 could momentarilyenergize relay K10, but the relay could not thereafter be maintained inthe energized state because the holding circuit could not be completedthrough contacts 191 which would be in the open position if relay K12were previously energized. Similarly, energization of relay K10 preventsa subsequent energization of relay K12.

Relays K11 and K13, which are associated with stepping switch SS2, areinterconnected in similar fashion. Stationary contact H5 is connected towinding 123 of player one hit" relay K11 and contacts H1 through H4 andH6 through H9 are connected together and also connected to energizingwinding 124 of player two miss" relay K13. A holding circuit is providedfor relay K11 through its normally open contacts 200 which connect oneend of the relay to the positive source, and through the contacts 201and 121 which connect the other end of the relay windings to ground. Theholding circuit for relay K13 is completed through its normally opencontacts 202 coupling one end of the winding to the positive source andvia normally closed contacts 203 and 121 which connect the other end ofthe winding to ground.

When stepping switch SS1 reaches the end of its stepping sequence, whichcoincides with the end of the simulated ball movement, a pulse isdeveloped by an associated capacitor 197 which will either initiateoperation of stepping switch SS2 to provide a return volley or energizestepping switch SS3 which provides the simulated sequence of a missedball travelling beyond the opposing player on the display panel.Capacitor 197 is connected between movable off-normal contact 158 andground. The associated normally open stationary contact is connected toa positive source via a charging resistor 195 and a diode 196. Theassociated normally closed stationary contact is coupled to movablecontact 194 of player one hit" relay K10. The normally closed stationarycontact associated with movable contact 194 is coupled to energizingwinding 115 of stepping switch SS3 whereas the associated normally openstationary contact is coupled to energizing winding 122 of steppingswitch SS2 via an isolating diode 205. Therefore, if a hit" is detectedduring the stepping sequence of stepping switch SS1, relay K10 isenergized. Also, during the stepping sequence off-normal contacts 158move to the position which permits capacitor 197 to charge via resistor198. At the end of the stepping sequence, off-normal contacts 158 returnto the position shown in FIG. 5 and, therefore, capacitor 197 isconnected to winding 122 of stepping switch SS2 to provide the initialenergization for winding 122. Thereafter stepping switch SS2 proceedsthrough its stepping sequence providing the return volley.

In similar fashion a capacitor 207 (FIG. 6) is utilized to develop apulse at the end of the stepping sequence for stepping switch SS2.Capacitor 207 is connected between offnormal movable contact 159 andground. The associated nor mally open contact is connected to thepositive source via a resistor 208 and a diode 209 whereas the normallyclosed contact is connected to movable contact 244 of player two hitrelay K11. The associated normally open contact of relay K11 isconnected to winding 112 of stepping switch SS1 via a diode 210 whereasthe normally closed contact is connected to winding 125 of player twomiss" stepping switch SS4. Accordingly, ifa hit is detected during thestepping sequence of stepping switch SS2, relay K11 is energized and,therefore, at the end of the stepping sequence when a pulse is developedby capacitor 207 the movement of stepping switch SS1 is initiated. Ifthe successive player actuations arrive at the appropriate time, thestepping switches SS1 and SS2 are placed in operation alternately andtherefore a simulation is provided wherein the ping-pong ball isvolleyed back and forth between the players.

Stepping switch SS3 in FIG. 5 provides the missed ball sequence withrespect to a ball initially hit by player one whereas stepping switchSS5 provides a similar missed ball sequence with respect to ballsinitially hit by player two. The positive source is connectable to oneend of winding of stepping switch SS3 via its off-normal contacts 152and interrupter contacts 142, the other end of winding 115 being connected to ground. Once the stepping sequence is initiated by momentaryenergization of winding 115, as a result of a pulse generated bydischarge of capacitor 197, stepping switch SS3 continues through itsstepping sequence until returning to the home position to thereby openoff-normal contacts 152. The stationary contacts of contact bank D areassociated with movable contact 163 which is connected to a positivesource of potential. The connections of the stationary contacts will bedescribed more fully in connection with FIG. 7.

In similar fashion the positive source is connectable to one end ofwinding of stepping switch SS4 (FIG. 6) via its offnormal contacts 156which are in series with interruptor contacts 146, the other end ofwinding 125 being connected to ground. A pulse developedby the dischargeof capacitor 207 at the end of the stepping sequence for stepping switchSS2 provides the pulse which initially energizes winding 125. Thestepping switch thereafter progresses through its stepping sequencebecause of the successive pulses generated via offnormal contacts 156and interruptor contacts 146.

Stepping switch SS7 (FIG. 5) is used to accumulate the score for playerone and to control the corresponding display on the display panel.Whenever a moving ping-pong ball initiated by player one is missed byfailure of player two to initiate the paddle swing at the appropriatetime, a point is added to the score for player one. This is accomplishedat the end of the stepping sequence of stepping switch SS3 whichprovides the missed ball simulation under these circumstances. Thenecessary pulse is generated by a capacitor coupled to off-normalcontacts 213 of stepping switch SS3, the other end of the capacitorbeing connected to ground. The associated normally open contacts arecoupled to a resistor 214 which, in turn, is connected to the positivesource via a diode 215. The associated normally closed contacts areconnected to winding 116 of stepping switch SS7 via a diode 216.Therefore, during the stepping sequence of stepping switch SS3,offnormal contacts 213 move to the alternate position from that shown inFIG. 5 and, therefore, capacitor 212 is charged via resistor 214. Whenthe stepping switch returns to the home position capacitor 212 iscoupled to energizing winding 116 of stepping switch SS7 to provide oneenergizing pulse to, in turn, cause stepping switch SS7 to advance onestep.

It is desired that the players scores remain on the display panel aftercompletion of the game and, therefore, the scorestepping switches arenot reset until the first coin is deposited indicating commencement of anew game. Relay K2 (FIG. 3) becomes energized in response to thefirst-deposited coin and, therefore, normally open contacts 55associated with relay K2 are utilized to initiate the signal whichresets player one score stepping switch SS7. Contacts 55 are connectedbetween the positive source and off-normal contacts 153 of the steppingswitch. The associated normally open stationary contact of the steppingswitch is coupled to one end of winding 116 via interruptor contacts 143and a diode 217. The normally open stationary contact associated withoff-normal movable contact 153 is also connected back to energizingwinding 31 offcoin control relay K2 via a diode 57. Therefore, when coincontrol relay K2 is energized in response to a deposited coin, contacts55 are closed and winding 116 is energized via off-normal contacts 153and interruptor contacts 143 to provide a stepping sequence causing thestepping switch to return to its home position. As long as the steppingswitch is in other than the home position, off-normal contacts 153 arein the position opposite that shown in FIG. 5 and, therefore, relay K2is maintained in the energized state via the signal passing throughdiode 57 to thereby maintain relay K2 in the energized state until thestepping sequence is completed.

Stepping switch SS8 in FIG. 6, which accumulates the score for the otherplayer, is interconnected with the player two miss" stepping switch SS4in similar fashion. A capacitor 220 is connected between off-normalcontacts 221 and ground. The associated normally open contacts areconnected to the positive source via a charging resistor 222 and a diode223. The normally closed contact associated with movable contact 221 iscoupled to energizing winding 126 of stepping switch SS8 via a diode224. Thus, when stepping switch SS4 reaches the end of its sequence,capacitor 220 is connected to discharge via diode 224 to therebyenergize winding 126 and advance stepping switch SS8 by one step.

Normally open contacts 55 of relay K2 are also connected to off-nonnalcontacts 157 of stepping switch SS8 in order to provide the reset forthe player two score" stepping switch. The associated normally openstationary contact is connected back to winding 31 of the K2 relay via adiode 58 to provide a holding circuit for coin control relay K2 tomaintain this relay in the energized state until the reset steppingsequence is completed. The normally open stationary contact is alsoconnected to one end of energizing winding 126 via interruptor contact147 and a diode 225, the other end of the winding being connected toground. The combination of off-normal contacts 157 and interruptorcontacts 157 provides the successive pulses which cause stepping switchSS8 to eventually return to the home position, these pulses beingapplied so long as relay K2 is in the energized state.

The end of the game is detected when either of the stepping switches SS7and SS8 reaches a full score. In the particular example shown the gamehas a maximum score of 10 but the scoring sequence may be extended asdesired by including stepping switches with a larger number ofstationary contacts. The last scoring contacts, in this case the 10thcontact for stepping switch SS8 and contact E10 for stepping switch SS7,are connected to game over relay K1 (FIG. 3). Stationary contact E10 isconnected to energizing windin g of relay K1 via a diode 59 whereasstationary contact K10 is connected to energizing winding 30 via a diode60. Accordingly, when either one of the stepping switches reaches ascore corresponding to 10, a signal is developed via either one ofcontacts E10 or K10 to energize game over relay K1. As a result contacts54 open to, in turn, deenergize coin set relay K4. When relay K4 returnsto the deenergized state its contacts 56 open and, therefore, playreceiver 16 is disconnected from the remaining circuitry. Under thesecircumstances the game is deactivated.

DISPLAY PANEL Display panel 1 is shown in FIG. 7 with the variousselectively illuminated areas indicated. The display panel isconstructed with a generally opaque front panel having transluscentareas which can be illuminated from behind either by electroluminescentpanels or by means of light bulbs in separately compartmented areas. Forthe illustrative embodiment it is assumed that light bulbs are used andthat each light bulb behind a transluscent area is surrounded by acompartmenting structure which acts as a light shield. The connectionsbetween the light bulbs and the stepping switches in FIG. 7 is shown bymeans of the lines going to the selectively illuminated areas.

Assume that the player at the left represented by cartoon character 5 isplayer one and the player on the right represented by cartoon character6 is player two.

Contact bank A is connected to provide the simulated paddle movement forplayer one. Six paddle positions are shown in FIG. 7 beginning with apaddle position up and behind the cartoon character and progressingtoward a position almost directly in front of the character. Contacts Althrough A6 are connected to successively illuminate these paddlepositions as the associated stepping switch SS5 progresses through itsstepping sequence.

During a serve, relay K14 is energized so that stepping switch SS5 alsocontrols the coordinated movement of the serve ball. Contacts A1A4 areconnected to lamp bulbs 174 via the contacts of relay K14 to provide thefour successive illuminations indicated on FIG. 7 simulating themovement of the ball upwardly so as to intercept the simulated movingpaddle just after illumination of the paddle via contact A4.

Contact bank F is connected in similar fashion to provide the simulatedpaddle movement for player two by direct connection to light bulbsassociated with the paddle in the successive positions and to alsoprovide the simulated serve ball indications via contacts of relay K15.As stepping switch SS6 associated with contact bank F progresses throughits stepping sequence the player's paddle appears to move from aposition behind the player upwardly and over to a position somewhat infront of cartoon character 6. The display is arranged so that the serveball intercepts the paddle just after being illuminated via contact F5.

Contact bank B controls the simulated movement of the ping-pong ballfrom player one toward player two. Contacts BlB4 are arranged to providesuccessive illuminations which simulate the movement of the ball fromplayer one toward the net, contact is arranged to provide theillumination of the ping-pong ball just over the net, contact B6provides the indication showing the ball bouncing on the table aftercrossing the net, and contacts B7 through B9 illuminate the areassimulating the ball after the bounce progressing toward player two.Contact bank G controls successive illuminations simulating the returnvolley. Contacts G1 through G4 illuminate the areas showing theping-pong ball progressing from player two toward the net, contact G5shows the ping-pong ball illuminated just as it passes over the net,contact G6 illuminates an area showing the ball just after crossing thenet as it bounces on the table, and contacts G7- G9 illuminate selectiveareas showing the simulated pingpong ball after it bounces on the tableprogressing toward player one. It should be noted that the illuminationsprovided by contacts B5 and G5 is the ping-pong ball just as it passesover the net. As was previously mentioned, a player scores a hit" if heinitiates the simulated swing when stepping switches SS1 or SS2 are inthe fifth position.

If player two misses, contact bank D of stepping switch SS3 illuminatesselective areas which simulate the movement of the ping-pong ball up andbeyond the player two. In similar fashion, if player one misses the ballcontact bank I of stepping switch SS4 is connected to illuminatesuccessive areas simulating the movement of the ping-pong ball up andover player one.

Contact bank E associated with stepping switch SS7 is connected toilluminate various numerically designated areas on the display panel toindicate the score for player one. Similarly, contact bank J of steppingswitch SS8 is connected in like fashion for selectively illuminatingnumerical areas on the display panel to indicate the score for playertwo.

SUMMARY DESCRIPTION OF GAME OPERATION The game is activated bydepositing coins of the proper denomination via coin slot 11 of theremote control unit (FIG. 1) which closes contacts 12 (HO. 3) totransmit a signal to coin" receiver 14. After either one or two coinshave been deposited (depending upon the position of switch 29) coin set"relay K4 is actuated to close contacts 56 which, in turn, couples playreceiver 16 to the serve and play control circuits shown in FIG. 4.Under these circumstances the game is activated.

After the game is activated, depressing of one or the other ofpushbutton switches 100 or 10b causes play receiver 16 (FIG. 3) toprovide a pulse which passes via movable contact 66 to momentarilyenergize "serve" relay K6. Energization of the serve relay causescapacitor 70 to provide a pulse which, assuming the "player up relay K8is in the position shown in FIG. 4, provides an energizing pulse towinding 110 of player one swing" stepping switch SS5 (FIG. 5). Thiscauses stepping switch SS5 to advance through its stepping sequence and,as a result, a simulated paddle swing for cartoon character 5 isprovided via bank A (FIG. 7). When relay K6 is energized, it in turnenergizes serve auxiliary" K7 which energizes player one serve" relayK14 in FIG. 5. Therefore, the serve ball simulation will also becontrolled by contact bank A via contacts of relay K14.

The serve sequence takes place during the first actuation of one of thepushbutton switches 100 or b. When the pushbutton switch is releasedserve" relay K6 (FIG. 4) returns to the deenergized state and therebyinitiates the simulated movement of the ping-pong ball from player onetoward player two. This is achieved by means of capacitor 80 (H0. 4)which provides a pulse to stepping switch SS1 (FIG. 5) when relay K6returns to the deenergized state. The pulse initiates movement ofstepping switch SS1 which then advances through its stepping sequence toprovide the moving ball simulation on the display panel via contact bankB (FIG. 7).

The next actuation of a pushbutton switch would represent the opposingplayer's attempt at hitting the moving ball. In response to the firstactuation, relay K5 has been maintained in the energized state, and,therefore, the subsequent signals developed by "play" receiver 16 (FIG.3) pass via movable contact 66 to momentarily energize play" relay K8.When this occurs the "play" relay closes movable contact 112 to providea signal which initiates movement of stepping switch SS6 (FIG. 6) tobegin the simulated paddle movement for player two. Energization ofrelay K8 also advances player up" relay KB so that it is in the oppositeposition to that shown in FIG. 4. The "swing two" pulse developed bymovable contacts 112 therefore passes to movable contact 162 (FIG. 5) ofstepping switch SS1. This occurs while the stepping switch SS1 isprogressing through its stepping sequence. If the swing two pulse occurswhen the stepping switch is in the fifth position, a hit" is detectedand relay K10 (FIG. 6) becomes energized. However, if the swing two"pulse arrives when stepping switch SS1 is in any other position, a miss"is detected and relay K12 becomes energized.

Thereafter, when stepping switch SS1 reaches the end of its steppingsequence, a pulse is developed by means of capacitor 197 which willproceed to energize either stepping switch SS2 for a return volley orstepping switch SS3 to provide the miss ball simulated sequence.

Stepping switches SS] and SS2 will be activated alternatively simulatingthe volley of the ping-pong ball back and forth between players until amiss" is detected. Hence, the length of the volley depends upon theskill of the players. Ultimately,

when a miss is detected a capacitor (either capacitor 212 in FIG. 5 orcapacitor 220 in FIG. 6) associated with one of the player miss steppingswitches SS3 or SS4 provides a pulse to one of stepping switches SS7 orSS8 to add a point to the appropriate player's score.

When one of the players reaches a full score, as indicated by either ofstepping switches SS7 or SS8 reaching the 10th position, a signal isdeveloped which energizes game over relay K1 (FIG. 3). When this occurs,the "coin set" relay K4 is deenergized to open contacts 56 therebydisconnecting play" receiver 16 from the serve and play control circuitsin H6. 5. Under these circumstances, the game can no longer be played.It is desirable that the score indications remain on the display paneleven after the game is completed and, therefore, the score-steppingswitches SS7 and SS8 are not reset at this time. Subsequently, whenadditional coins are deposited to energize coin control" relay K2, resetsignals for stepping switches S87 and SS8 are developed via contacts 55.

On some occasions it may be desirable to reset the game apparatus beforethe came has been completed. It should be noted that whenever a coin isdeposited, coin control" relay K2 is energized. When this occursnormally closed contacts 53 open to break the holding circuit for coinset" relay [(4. Energization of the coin control" relay also closescontacts 55 to reset the score-stepping switches.

While only one illustrative embodiment of the invention has beendescribed in detail, it should be apparent that there are numerous othergames and circuit variations within the scope of the invention. By wayof example, it should be noted that the same or similar controlcircuitry could be utilized to simulate handball, volleyball, tennis orthe like by modifying the display panel accordingly and, perhaps, thescoring and display sequence to some extent. The control circuits couldalso vary as, for example, by utilizing a single reversible add-subtractstepping switch in place of stepping switches SS1, SS2, SS3 and SS4,such an add-subtract stepping switch being connected to move between twointermediate positions during a volley and to move toward a homeposition when a miss is detected. Furthermore, the control circuits canbe constructed using solid-state logic where transistor or integratedcircuit switches and AND/0R logic replaces the relays, ring countersreplace the stepping switches and flip-flop circuits replace thebistable relays. The invention is more particularly defined in theappended claims.

lclaim:

1. In an electric amusement game wherein a simulated game object is hitback and forth between simulated players, the combination of:

a display panel disposed for view by the players;

first circuit means coupled to said display panel to simulate thereonwhen actuated the movement of a game object toward a simulated player onsaid display panel;

second circuit means coupled to said display panel to simulate thereonthe movement of a game-playing object along a path which intercepts thepath of said simulated game object;

third circuit means connected to said first and second circuit means todetect when said game object and said game-playing object intercept toalter the simulated movement of said game object; and

player-operated means coupled to actuate said first and second circuitmeans.

2. An electric amusement game according to claim 1 further including aradio transmitter-receiver coupled between said player-operated meansand said first and second circuit means.

3. An electric amusement game according to claim 1 further includingmeans for receiving coins and detecting when coins of a predeterminedamount have been deposited, said means being connected to complete thecoupling between said player-operated means and said first and secondcircuit means when deposited coins of said predetermined amount havebeen received.

4. An electric amusement device according to claim 3 wherein saidplayer-operated means and said mans for receiving coins are locatedremotely, and further comprising radio transmitter-receiver means forcoupling said player-operated means and said means for receiving coinsto said first and second circuit means.

5. An electric amusement game according to claim 1 wherein said gameobject is a simulated ping-pong ball and said game-playing object is asimulated ping-pong paddle.

6. An electric amusement game according to claim 1 wherein said thirdcircuit means alters the simulated movement of said game object so thatit appears to return to another player on said display panel when saidgame object and game-playing object intercept.

7. An electric amusement game according to claim 6 wherein the movementof said game object is not altered when said game-playing object failsto intercept said game object and appears to move past the simulatedplayer on said display panel.

8. in an electric amusement game, comprising a display panel disposedfor view by the players;

first circuit means coupled to said display panel to simulate thereonthe movement of a game object back and forth between two players, saidfirst circuit means being operative to simulate the movement of saidgame object from one player toward the other in response to an initialactuation, and

to reverse the direction of movement of said game object in response toeach subsequent actuation;

second circuit means coupled to said display panel to simulate thereon,when actuated, the movement of game-playing objects along paths whichintercept the path of said simulated game object;

player-operated means coupled to said first and second circuit means toprovide said initial actuation for said first circuit means and toprovide actuations for said second circuit means;

third circuit means connected to said first and second circuit means todetect when said game object and said game-playing object intercept andto provide a subsequent actuation for said first circuit means each timean interception is detected.

9. An electric amusement game according to claim 8 further includingcircuit means coupled between said player-operated means and said firstand second circuit means so that a first player actuation of saidplayer-operated means provides said initial actuation for said firstcircuit means and said first and subsequent actuations of saidplayer-operated means provide actuations for said second circuit means.

10. An electric amusement game according to claim 8 wherein said gameobject continues on a path extending beyond said game-playing objectwhen an intercept is not detected by said third circuit means.

11. An electric amusement game according to claim 3 wherein said secondcircuit means is actuated prior to the initial actuation of said firstcircuit means to simulate the serve of said game object.

12. An electric amusement game according to claim 8 further includingscore-accumulating and display means, and wherein said third circuitmeans is coupled to said score means to add to a player's score when anintercept is not detected. 'j'

13. An electric amusement game according to claim 8 wherein said gameobject is a ping-pong ball and said game- 'playing object is a ping-pongpaddle.

14. An electric amusement game according to claim 8 further including aradio transmitter-receiver coupled between said player-operated meansand said first and second circuit means.

15. An electric amusement game according to claim 8 further includingmeans for receiving coins and detecting said player-operated means andsaid first and second circuit means when deposited coins of saidpredetermined amount have been received.

16. An electric amusement device according to claim 15 wherein saidplayer-operated means and said means for receiving coins are locatedremotely, and further comprising radio transmitter-receiver means forcoupling said playeroperated means and said means for receiving coins tosaid first and second circuit means.

17. In an electric amusement game, the combination of a display paneldisposed for view by the players having areas thereon which can beselectively illuminated;

first switching means coupled to said display panel for selectivelyilluminating selected areas of said display panel for simulation of agame ball movement back and forth between two players;

second switching means coupled to said display panel for selectivelyilluminating selected areas of said display panel for simulation ofgame-playing object movements which intercept the path of said simulatedgame ball movements;

player-operated means;

first circuit means coupled between said player-operated means and saidfirst and second switching means to provide a simulated serve of thegame ball in response to a first player actuation;

second circuit means coupled between said player-operated means andsecond switching means to provide simulation of a game-playing objectmovement in response to subsequent player actuations; and

third circuit means coupled to said second circuit means for detectingwhen said simulated game playing object and said simulated game ballintercept, said third circuit means being connected to said firstswitching means to alter the direction of the simulated game ballmovement when an interception is detected. I

18. An electric amusement game according to claim 17 wherein said firstand second switching means each comprise stepping switches.

19. An electric amusement game according to claim 17 wherein said firstswitching means comprises a first stepping switch for controllingsimulation of the game ball movement from a first simulated playertoward a second simulated player on said display panel and a secondstepping switch for controlling simulation of the game ball movementfrom said second simulated player toward said first simulated player.

20. An electric amusement game according to claim 19 wherein said firstswitching means further comprises a pair of stepping switches coupled tosaid display panel to control simulation of the game ball movements whensaid game-playing object fails to intercept said simulated game ball.

21. An electric amusement game according to claim 17 wherein said secondswitching means comprises a separate stepping switch for controlling thesimulated game-playing object movement for each of two simulated playerson said display panel.

22. An electric amusement game according to claim 17 wherein said thirdcircuit means is also operative to detect when a simulated movingplaying object fails to intercept said moving ball game, and furtherincluding switching means connected to said third circuit means foraccumulating the players scores.

23. An electric amusement game according to claim 17 wherein said thirdcircuit means detects an interception by detecting when said subsequentplayer actuations occur when said switching means is in a predeterminedcondition.

1. In an electric amusement game wherein a simulated game object is hitback and forth between simulated players, the combination of: a displaypanel disposed for view by the players; first circuit means coupled tosaid display panel to simulate thereon when actuated the movement of agAme object toward a simulated player on said display panel; secondcircuit means coupled to said display panel to simulate thereon themovement of a game-playing object along a path which intercepts the pathof said simulated game object; third circuit means connected to saidfirst and second circuit means to detect when said game object and saidgame-playing object intercept to alter the simulated movement of saidgame object; and player-operated means coupled to actuate said first andsecond circuit means.
 2. An electric amusement game according to claim 1further including a radio transmitter-receiver coupled between saidplayer-operated means and said first and second circuit means.
 3. Anelectric amusement game according to claim 1 further including means forreceiving coins and detecting when coins of a predetermined amount havebeen deposited, said means being connected to complete the couplingbetween said player-operated means and said first and second circuitmeans when deposited coins of said predetermined amount have beenreceived.
 4. An electric amusement device according to claim 3 whereinsaid player-operated means and said mans for receiving coins are locatedremotely, and further comprising radio transmitter-receiver means forcoupling said player-operated means and said means for receiving coinsto said first and second circuit means.
 5. An electric amusement gameaccording to claim 1 wherein said game object is a simulated ping-pongball and said game-playing object is a simulated ping-pong paddle.
 6. Anelectric amusement game according to claim 1 wherein said third circuitmeans alters the simulated movement of said game object so that itappears to return to another player on said display panel when said gameobject and game-playing object intercept.
 7. An electric amusement gameaccording to claim 6 wherein the movement of said game object is notaltered when said game-playing object fails to intercept said gameobject and appears to move past the simulated player on said displaypanel.
 8. In an electric amusement game, comprising a display paneldisposed for view by the players; first circuit means coupled to saiddisplay panel to simulate thereon the movement of a game object back andforth between two players, said first circuit means being operative tosimulate the movement of said game object from one player toward theother in response to an initial actuation, and to reverse the directionof movement of said game object in response to each subsequentactuation; second circuit means coupled to said display panel tosimulate thereon, when actuated, the movement of game-playing objectsalong paths which intercept the path of said simulated game object;player-operated means coupled to said first and second circuit means toprovide said initial actuation for said first circuit means and toprovide actuations for said second circuit means; third circuit meansconnected to said first and second circuit means to detect when saidgame object and said game-playing object intercept and to provide asubsequent actuation for said first circuit means each time aninterception is detected.
 9. An electric amusement game according toclaim 8 further including circuit means coupled between saidplayer-operated means and said first and second circuit means so that afirst player actuation of said player-operated means provides saidinitial actuation for said first circuit means and said first andsubsequent actuations of said player-operated means provide actuationsfor said second circuit means.
 10. An electric amusement game accordingto claim 8 wherein said game object continues on a path extending beyondsaid game-playing object when an intercept is not detected by said thirdcircuit means.
 11. An electric amusement game according to claim 8wherein said second circuit means is actuated prior to the initialactuation of said first circuit means to simulate the serve of said gameobJect.
 12. An electric amusement game according to claim 8 furtherincluding score-accumulating and display means, and wherein said thirdcircuit means is coupled to said score means to add to a player''s scorewhen an intercept is not detected.
 13. An electric amusement gameaccording to claim 8 wherein said game object is a ping-pong ball andsaid game-playing object is a ping-pong paddle.
 14. An electricamusement game according to claim 8 further including a radiotransmitter-receiver coupled between said player-operated means and saidfirst and second circuit means.
 15. An electric amusement game accordingto claim 8 further including means for receiving coins and detectingwhen coins of a predetermined amount have been deposited, said meansbeing connected to complete the coupling between said player-operatedmeans and said first and second circuit means when deposited coins ofsaid predetermined amount have been received.
 16. An electric amusementdevice according to claim 15 wherein said player-operated means and saidmeans for receiving coins are located remotely, and further comprisingradio transmitter-receiver means for coupling said player-operated meansand said means for receiving coins to said first and second circuitmeans.
 17. In an electric amusement game, the combination of a displaypanel disposed for view by the players having areas thereon which can beselectively illuminated; first switching means coupled to said displaypanel for selectively illuminating selected areas of said display panelfor simulation of a game ball movement back and forth between twoplayers; second switching means coupled to said display panel forselectively illuminating selected areas of said display panel forsimulation of game-playing object movements which intercept the path ofsaid simulated game ball movements; player-operated means; first circuitmeans coupled between said player-operated means and said first andsecond switching means to provide a simulated serve of the game ball inresponse to a first player actuation; second circuit means coupledbetween said player-operated means and second switching means to providesimulation of a game-playing object movement in response to subsequentplayer actuations; and third circuit means coupled to said secondcircuit means for detecting when said simulated game playing object andsaid simulated game ball intercept, said third circuit means beingconnected to said first switching means to alter the direction of thesimulated game ball movement when an interception is detected.
 18. Anelectric amusement game according to claim 17 wherein said first andsecond switching means each comprise stepping switches.
 19. An electricamusement game according to claim 17 wherein said first switching meanscomprises a first stepping switch for controlling simulation of the gameball movement from a first simulated player toward a second simulatedplayer on said display panel and a second stepping switch forcontrolling simulation of the game ball movement from said secondsimulated player toward said first simulated player.
 20. An electricamusement game according to claim 19 wherein said first switching meansfurther comprises a pair of stepping switches coupled to said displaypanel to control simulation of the game ball movements when saidgame-playing object fails to intercept said simulated game ball.
 21. Anelectric amusement game according to claim 17 wherein said secondswitching means comprises a separate stepping switch for controlling thesimulated game-playing object movement for each of two simulated playerson said display panel.
 22. An electric amusement game according to claim17 wherein said third circuit means is also operative to detect when asimulated moving playing object fails to intercept said moving ballgame, and further including switching means connected to said thirdcircuit means for accumulating the players'' scoreS.
 23. An electricamusement game according to claim 17 wherein said third circuit meansdetects an interception by detecting when said subsequent playeractuations occur when said switching means is in a predeterminedcondition.